Files
loop/shader/lighting/texture.frag
T

17 lines
536 B
GLSL

#version 430 core
uniform vec3 lightPos;
uniform vec4 lumRad;
uniform sampler2D screenTexture;
in vec2 vTexPos;
out vec4 fColor;
void main()
{
//vec3 dField = ( texture(screenTexture,vTexPos).xyz - lightPos ) / lumRad.a;
//vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
vec3 dField = ( texture(screenTexture,vTexPos).xyz - lightPos ) / lumRad.a;
vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
fColor = vec4(c,0);
//fColor = vec4(lumRad.rgb,0);
//fColor = vec4(1,1,1,0);
}